scoob
Junior Member
Posts: 57
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Post by scoob on Oct 14, 2013 11:18:34 GMT -5
Hey all, After a long long time, I felt the urge to fire up Harwar again - I'm playing a modified (UIM.06) game. I've had a blast just flying around, scavenging & recently got my own Hangar. I've been using it as a place to dump my scavenged goods, so I can make money while I do other things. My failing memory over time means I have some questions if that's ok... The first is a bit of a snag I've run into. Basically I have my first hired thug (hitkit) and I've popped him in my old Silver-Y. I'd hoped to have him camped out at my hangar (until I can equip him better) and, using TI commands, have him monitor my stock and cash using the "Exec" command. However, when I use exec (example, "exec hitkit,look") I get told the command is unknown. I dimly recall that I needed to be an Admin (or something) in order for certain "cheaty" commands to work, but not for Exec in regards thugs. Can someome help? Secondly, I've applied the hex edit hack to improve my FPS - I host a network game rather than single player - and it worked GREAT on my old PC (I've tested it again, silky smooth) yet the very same hack on my gamer (much much more powerful) still sees the same low FPS. FYI older PC is a Q6600 with a passive ATI Radeon HD 3450, running W7 64. My gamer is a 2500k with 2x 680's on W7 64. The gameplay experience on the former is MUCH smoother with the exact same hack applied. I've tried disabling SLI in case it was an odd compatibility thing, I've also ensure there's not driver level AA etc. as this does cause visual glitches potentially. Finally, I'm using my first thug. What I want him to do is be my wingman and follow me, protecting me in effect. I seem to recall that "protect" is not a direct TI option and I'd need to manually ask my Thug to attack my attacker...something tricky in the heat of combat. Is there any elegant way to get a thug to protect me? I remember I used to reverse the roles and have my Thug ship the expensive cargo, while I acted as his wingman...though that's not really the ideal scenario as I want to scavenge & be protected. Basically, I'd like to automate my thugs to a degree. So, as a returning player I hope I can get some guidance. I'm still amazed what a good game Hardwar is many years after its release. I still have my original English copy filed away! Cheers, Scoob.
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Post by Pilot on Oct 14, 2013 12:32:45 GMT -5
The first snag if I remember correctly, is that you are using *exec hitkit,look* instead of *order hitkit,look* you can use *order hitkit,L* [lowercase] to have the thug do the same thing. Though for hangars I would recommend using, exec hitkit,goods (For a report on what goods are in the hangar.) exec hitkit,hangar status (If I'm not mistaken this works, however it may need a comma instead of space between hangar and status.) For a full list visit, Timiski's List 3.5Unfortunately UIM6 is based on U3.4 instead so a more accurate list can be found here, Timiski's TI List 3.4I do know that protect was added in some versions of Enhanced, however they are (for the most part) still unstable, especially the one that added U3.5's manfind commands.
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scoob
Junior Member
Posts: 57
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Post by scoob on Oct 14, 2013 12:42:41 GMT -5
Hey Pilot, thanks for the reply.
Ok, I'm a little confused. I thought the exec command was to enable me to have the Thugs undertake an action as my proxy. I.e. hitkit would look where he is, rather than where I am. Ordering him to look wouldn't do anything. Both your examples, so:
exec hitkit,goods exec hitkit,hangar status
Both return the unknown command message in my current game.
I do wonder if there are subtle differences in modded versions...well, some not so subtle. I must admit, I took my old modded game as a base which is UIM.6 and Enhanced & likely some other tweaks too. Sorry, I've likely confused things with this older build.
I think I might be best off doing a nice clean install, and modding again from there. Basically what I want is the most feature-rich version available. At one time that would have been UIM.6 + Enhanced + a modded world file if I recall - it's been such a long time!
If you have any recommendations of a "perfect" (subjective I know) Hardwar build, I'd be more than happy to try it.
Anyway, thanks again for the help, I'll browse the link you gave me...and likely link to something else from there until I'm really confused lol.
Cheers,
Scoob.
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Post by duncan on Oct 14, 2013 13:50:55 GMT -5
can you post the framerate hack?
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scoob
Junior Member
Posts: 57
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Post by scoob on Oct 14, 2013 13:59:12 GMT -5
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Post by Pilot on Oct 14, 2013 14:45:55 GMT -5
It might be order hitkit,goods instead and the hangar status one may or may not work I don't remember if I ever tricked my thug to use that one, the thug may be able to use look with the order command, however it will return a message similar to this,
"Hitkit looks around, Hitkit is sitting in a moth inside of Downtown 05."
Or if on foot,
"Hitkit looks around, Hitkit stands in Downtown 05, no one is around, a moth sits in bay one."
It has been a bit since I have played so my memory is sketchy at best.
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scoob
Junior Member
Posts: 57
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Post by scoob on Oct 14, 2013 16:23:19 GMT -5
Not to worry Pilot, I'll have a play around and we'll see how things works eventually. I've not even triggered the plot yet this game, so plenty to keep me busy. I do however like exploring the Sandbox element and seeing how the game plays its self, and what smart ways I can play that are not the norm.
Cheers,
Scoob.
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Post by Pilot on Oct 14, 2013 20:22:22 GMT -5
The plot is set to kick in no later than day 5. The plot will stop at six points that I can think of.
Mass Driver (Player Action Required) Mystery Package (Player Action Required) Secret Base (Player Action Required) Tunnel Blockage (Player Action Required) Mines (?)Rescue(?) Syd's Moth
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scoob
Junior Member
Posts: 57
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Post by scoob on Oct 15, 2013 2:50:38 GMT -5
That sounds familiar, however I'm sure I've gone more than 5 days already, yet no plot trigger. I can however see the Alien moth, but I've deliberately avoided getting too close and triggering the event. In the mean time I've raised some funds, gotten my first hangar etc.
Another mod / tweak I have installed is that while my first hangar was cheap, my 2nd one will be over 200k! This build was for a little home server multi-player I set up ages back. Now though, I cannot get any of my other machine to connect sadly...must look into that. I think the twin NIC's on one of my machines is confusing things...game might be using the wrong one.
Cheers,
Scoob.
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Post by Captain Zedo on Oct 15, 2013 5:28:40 GMT -5
I recommend Timski's TI list, too. Mine is good, but incomplete. I do plan on updating it. Glad you picked up the game again. I still play regularly and always have a couple of games saved.
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scoob
Junior Member
Posts: 57
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Post by scoob on Oct 16, 2013 11:51:10 GMT -5
Hey all, Right, I really wasn't sure exactly what the make up of my old game build was, so I've just built a new game install as follows: 1. Original UK install 2. Last "official" patch applied (u204) 3. UIM.06 Applied 4. Updated HardwarW.exe applied (HWE_base_uim06_2L_) 5. HarwarE (hwe_uim06_20050410) applied. 6. Enhanced2 (05.07.27.enhanced2) applied 7. World Pack (WldComboPk_July05) applied. Just this moment started a new Single Player game with this build. I'm going to try the frame rate hack again, as FPS is quite poor. Other than that it seems fine. All this from my old archive of Hardwar stuff - nice. Edit: I only appear to have the original 1.0 version of Eopt, not the 2.0 version updated by Prophet. The handful of places that link to it - even SmurphsWorld - appear to be dead links or just have the older version. Can't find it on here either. Does anyone have an updated copy please?
Edit2: Sorry guys, another question...is there a manufacturing guide for Enhanced/Enhanced2? I've checked out the one here, but my game is different. I.e. Ore Processor is called something else, base prices are different and I can make MANY more things than in Zedo's list. Having a blast, but equally a little confused.
Oh yeah, I proudly bought my Thug a Neo Tiger & asked him to protect me while I scavenged...Got overwhelmed by several bad guys, ran for it with them all trailing me. Managed to get to the safety of a tunnel, ordered topson to head home & got an error message...he was DEAD! Oops lol.
Edit3: I found this guide which appears to give the manufacturing breakdown I needed...I think Cheers, Scoob.
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scoob
Junior Member
Posts: 57
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Post by scoob on Oct 19, 2013 15:47:46 GMT -5
Well that was interesting...one of my Thugs, who'd been stationed in Downtown 05 with NO orders, just decided to fly to Alpha and start killing some Lazarus Moths. I'm friendly with Lazarus, though they were hostile for a short while.
I think this is linked to be having had said Thug sset to protect me in the past. I had cancelled the command properly, and he'd been sent to my hangar, so unsure what happened there. Of to get Lazarus back on side now...pirate killing time!
Scoob.
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Post by Captain Zedo on Oct 20, 2013 11:37:48 GMT -5
Well that was interesting...one of my Thugs, who'd been stationed in Downtown 05 with NO orders, just decided to fly to Alpha and start killing some Lazarus Moths. I'm friendly with Lazarus, though they were hostile for a short while. I think this is linked to be having had said Thug sset to protect me in the past. I had cancelled the command properly, and he'd been sent to my hangar, so unsure what happened there. Of to get Lazarus back on side now...pirate killing time! Scoob. Bizarre. Go figure. I've often wondered how the overall AI decision making process works in Hardwar. It seems pretty good overall, but there is some weirdness.
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scoob
Junior Member
Posts: 57
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Post by scoob on Oct 20, 2013 11:58:33 GMT -5
Bizarre indeed. Interesting, I had another such oddity yesterday... I did a "Order [thug],Status" command - expecting my Thug to be docked at my main hangar...he'd been there when I left...only to find him in-flight. I target him and follow him through several craters, wondering where's he's going, when he engages a pirate and destroys him (bounty!) - thing is, the Pirate did not engage first, but my Thug made a bee line right for him. I think this is linked to the "protect" code. Generally it works well, though Thugs never seem to fly anywhere near full speed when protecting. However, every so often they go off and do their own thing. I'd not be surprised if I'd made a mistake when issuing "Order [thug],Protect" on its own to cancel the protect command, before issuing a return to base. Basically, not cancelling the protect command prior to issuing another command seem to lead to oddities. Not 100% this is the cause, but I suspect it to be. It IS quite cool to see a Thug suddenly launch and go gunning for someone - especially as said Thug is in turn protected by two Neo Tigers! They caused total carnage one time, leading to Lazarus being VERY upset with me lol. Let's call it emergent behaviour, my Thugs get annoyed at people too, but they turn around and say "just following orders" even when it's not true Scoob.
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scoob
Junior Member
Posts: 57
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Post by scoob on Oct 20, 2013 16:15:02 GMT -5
Ok, here's some more strangeness... I had been playing with the Enhanced (10th April 2005) with the Economy mod enabled. The problem with this mod is that most of the time raw materials at their cheapest possible price, ended up being more expensive than their combined value to make items. Only the fact that I got Scrap free, making SheetMetal Free, meant I could profit from certain things I made. It basically broke the economy, as other have reported. I know this mod (the one before the separate Economy.dll) tried to make item prices make sense based on the ingredients that went into them, but it got a bit screwy! Manufacturing machinery for example was around $3,500 rather than $30-40k and other prices were way out of what you'd expect. So, I just started a new game, once again based on UIM06 + Enhanced (10th April 2005) + Enhanced2 (37th July 2005) and the same World Combo Pack (July 05) but this with WITHOUT the Economy mod enabled, and I've encountered another glitch... Basically, when I target somewhere like Sewage Control for example, I see that "Chemicals" are listed as $931, yet when I dock they are for sale at $350! I check my own Hangar, that just has Scrap, Chemicals and some MachParts in stock and the prices are listed correctly. So, the game shows the exact correct prices on my own hangar, but other building are showing an inflated price. Does anyone know why this might be or what I have done wrong? Ironically, with the Economy mod enabled, the prices are screwed up, but at least shown correctly! I'm testing in Single Player what I hope to have running as a little multi-player setup at some point in the furture. Edit: thanks to Ouch posting gmcJimmy's fixes in this thread, the price discrepancy is resolved! Thanks dude!Cheers, Scoob.
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